Bearfolk Thunderstomper
Medium Humanoid, chaotic neutral
Armor Class 15 (chain shirt)
Hit Points 105 (14d8+42)
Speed walk +40
Challenge 6
Saving Throws con +6, dex +5
Skills perception +2
Senses darkvision 60', tremorsense 30', passive Perception 15
Languages Common, Giant, Umbral
Special Abilities
Deceptive Steps. While traveling can perform a stomping dance that mimics thundering footsteps of giants. Any creature within half mile that hears it but can't see bearfolk: DC 15 Wis (Perception) or believe sound comes from Giants (or other Huge or larger creatures).
Keen Smell. Advantage: smell Wis (Percept) checks.
Actions
Multiattack. Thunder Stomp or Warsong then 1 Bite and 1 War Flute.
Bite. Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) piercing damage.
War Flute. Melee Weapon Attack: +7 to hit, 5 ft., one target, 8 (1d8+4) bludgeoning damage + 4 (1d8) thunder.
Thunder Stomp. Hammers its feet on the ground while chanting emitting destructive energy in a 15 ft. cube. Each creature in that area: 10 (3d6) thunder and be knocked prone (DC 15 Str negates both).
Warsong. Sets an inspiring rhythm with its dancing. Each friendly creature within 60' of the bearfolk has advantage on all saves vs. being charmed or frightened until end of bearfolk's next turn.
Spellcasting. Cha (DC 15): At will: dancing lights prestidigitation vicious mockery2/day ea: charm person disguise self mirror image1/day ea: compulsion enthrall freedom of movement hypnotic pattern
Bonus Actions
Frenzy (Recharges on a Short or Long Rest). Triggers berserk frenzy for 1 min. It gains resistance to B/P/S damage from nonmagical weapons and has advantage on attacks. Attacks vs. frenzied bearfolk have advantage.
Taunt (2/Day). Jests at one creature it can see within 30' of it. If target can hear bearfolk target: DC 15 Cha save or disadvantage on ability checks attacks and saves until start of bearfolk's next turn.
Source: Tome of Beasts 3 · OGL/Open